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https://github.com/wassname/phaser.git
synced 2026-08-04 13:14:14 +08:00
Fixed issues with the contacts and world bounds. New labs demo created.
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@@ -23,14 +23,15 @@ function create() {
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bg = game.add.tileSprite(0, 0, 800, 600, 'background');
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bg.fixedToCamera = true;
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// game.physics.gravity.y = 20;
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game.physics.gravity.y = 20;
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game.physics.friction = 0.5;
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game.physics.setBoundsToWorld();
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// game.physics.setBoundsToWorld();
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var playerCG = game.physics.createCollisionGroup();
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var boxCG = game.physics.createCollisionGroup();
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player = game.add.sprite(50, 550, 'dude');
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player.name = 'player';
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player.physicsEnabled = true;
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player.body.fixedRotation = true;
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player.body.setCollisionGroup(playerCG);
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@@ -44,6 +45,7 @@ function create() {
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for (var i = 0; i < 10; i++)
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{
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var box = boxes.create(200 + (i * 50), 550, 'box');
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box.name = 'box' + i;
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box.scale.set(0.5);
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box.physicsEnabled = true;
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box.body.setCollisionGroup(boxCG);
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@@ -62,7 +64,7 @@ function create() {
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function gotBox(body1, body2, shape1, shape2) {
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console.log('gotBox');
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console.log('gotBox', body1.sprite.name, body2.sprite.name);
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body2.sprite.kill();
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+12
-24
@@ -1,5 +1,6 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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// var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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@@ -24,26 +25,14 @@ function create() {
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bg = game.add.tileSprite(0, 0, 800, 600, 'background');
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bg.fixedToCamera = true;
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// map = game.add.tilemap('level1');
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game.physics.gravity.y = 20.0;
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// map.addTilesetImage('tiles-1');
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game.world.setBounds(0, 0, 2000, 600);
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// map.setCollisionByExclusion([ 13, 14, 15, 16, 46, 47, 48, 49, 50, 51 ]);
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// layer = map.createLayer('Tile Layer 1');
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// Un-comment this on to see the collision tiles
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// layer.debug = true;
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// layer.resizeWorld();
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// game.physics.setBoundsToWorld();
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// game.physics.gravity.y = 9.78;
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game.physics.setBoundsToWorld(true, true, false, true, false);
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game.physics.world.gravity[1] = -20;
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game.physics.friction = 0.5;
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game.physics.enableBodySleeping = true;
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game.physics.world.solver.stiffness = 1e20;
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game.physics.world.solver.relaxation = 3;
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@@ -65,12 +54,12 @@ function create() {
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boxes = game.add.group();
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for (var i = 0; i < 50; i++)
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for (var i = 0; i < 100; i++)
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{
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var box = boxes.create(game.rnd.integerInRange(200, 700), game.rnd.integerInRange(-200, 400), 'box');
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// box.scale.set(0.5);
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box.scale.set(game.rnd.realInRange(0.2, 0.7));
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var box = boxes.create(game.rnd.integerInRange(200, 1700), game.rnd.integerInRange(-200, 400), 'box');
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box.scale.set(game.rnd.realInRange(0.2, 0.6));
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box.physicsEnabled = true;
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box.body.allowSleep = true;
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box.body.mass = 10;
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box.body.setMaterial(boxMaterial);
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box.body.fixedRotation = true;
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@@ -83,10 +72,7 @@ function create() {
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var boxCharacterCM = game.physics.createContactMaterial(boxMaterial, characterMaterial, { friction: 0.0 }); // No friction between character and boxes
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var boxGroundCM = game.physics.createContactMaterial(boxMaterial, groundMaterial, { friction: 0.6 }); // Between boxes and ground
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console.log(groundCharacterCM);
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console.log(boxGroundCM);
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// game.camera.follow(player);
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game.camera.follow(player);
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cursors = game.input.keyboard.createCursorKeys();
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jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
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@@ -95,6 +81,8 @@ function create() {
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function update() {
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bg.tilePosition.x = -game.camera.view.x;
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if (cursors.left.isDown)
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{
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player.body.moveLeft(200);
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